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Chapter 12

Chapter 12. Entertainment and Education. Virtual Reality. Allows users to feel like they are in an environment without actually being there. Gaming. Video gaming and computer gaming have parallel but separate histories Computer gaming began as text-only and email based Now gaming includes

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Chapter 12

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  1. Chapter 12 Entertainment and Education

  2. Virtual Reality Allows users to feel like they are in an environment without actually being there

  3. Gaming • Video gaming and computer gaming have parallel but separate histories • Computer gaming began as text-only and email based • Now gaming includes • Massive Multiplayer Online Role-Playing Games (MMORPG) • Genre of computer games that brings people from all over the world into a dynamic environment where they can interact with each other and experience a rich new virtual world

  4. History of Video Gaming • 1958 First electronic video game on an oscilloscope • 1961 First interactive computer game Spacewar • 1967 Interactive games on TV • 1972 Pong by Atari • 1980s Pac Man • 1981 Donkey Kong by Nintendo and the Commodore 64 (Link Ch 12a) • 1980s and 1990s Video Game Console Dev’t cont. • 1998 Modern era of console gaming Sega Dreamcast • 2000 Internet and Console gaming with PlayStation 2 and Xbox

  5. History of Computer Gaming • Begins in 1961 with Spacewar • MUD (Multi-user Dungeon) • Early computer game that derived its name from Dungeons and Dragons • Internet Relay Chat (IRC) • An application that allows a number of individual users to exchange text messages simultaneously, in real time, over the Internet • 1981 Home computer gaming- Software gaming • 1986 Games for many home computer platforms • 1989 Sound cards, 256-VGA graphics cards, and CD-ROM drives emerged, games played over a modem • 1993 Wolfenstein 3D – first person shooter • 1999 Everquest -- first fully 3D MMORPG game release

  6. Gaming Today • Convergence of video game and computer game development • Massive Multiplayer Online Games (MMOG) • Computer games played on the Internet from game consoles and PCs through game servers • Subscription fee charged to connect to server • Big money business • Link Ch 12b

  7. Types of Games • Sports • Simulation like Civilization and Sim City • Action/Adventure like Zelda and Doom • Racing and Flying • Turn-Based Strategy • Real-Time Strategy • First-Person Shooters • Role-Playing Games (RPG) • Massive Multi-Player Online Role-Playing Games (MMORPG) • Avatar -- Graphical representation of a role-playing game where a player assumes the role of a character • Massive Multi-Player Online Sports Game (MMOSG)

  8. How Games are Played on the Internet • Games played via email • Come from Games played via snail mail • Board games, war games, etc. • Games played in a Web browser window • Board games, card games • Play other players or the computer • Text-based games played via IRC, chat forum, or MUD • Typically played in real time • Graphical games where the user purchases software • Play specific roles • MMORPG, first-person shooter, online multi-user simulations

  9. Online Gambling • Online gambling is a big business • Over $10 billion in 2005 (Link Ch 12 d) • It's legal status is not clear • U. S. Credit card companies and PayPal refuse transactions to pay for online gambling • See Link Ch 12 c

  10. Gambling • Some government-run gambling is done online • New hot trend: gambling over a handheld device, such as betting on sports during the game • Who is gambling? • 64% Women, aged 35-54

  11. Gambling (cont’d…) • Online Casinos • Online Casino Reports • Beware of Pop-ups • Some online casinos allow discounts or practice for free • Sports Betting • Any sport • Skill more than luck

  12. Casual Gambling • Card games, slots, bingos and lotteries • Gambling as an Addiction • A progressive addiction, Beware... • See links Ch 12e, 12f

  13. Distance Education • Teacher and student(s) are separated by physical distance • Technology (e.g. voice, video, data, and print) often in concert with face-to-face communication is used to bridge the instructional gap

  14. Distance Education Delivery Tools • Voice • Phone, audioconferencing • “active voice” (two-way) or passive audio (one-way) • Video • Photos, slideshows, videotapes • Internet feeds from instructor, videoconferencing • Data • Data files: mailing lists, listservs, file attachments, FTP files, newsgroups, discussion boards, real-time computer conferencing and WWW • Print • Syllabi, textbooks, books, articles,workbooks etc.

  15. Popular Web Courseware Tools • Used for traditional and distance educational settings • Features include: • Discussion forums • File exchanges to submit homework • Email • Real-time chat • Video streaming • Whiteboard • Calendar • Group work folders • Self-assessment tools

  16. Popular Web Courseware Tools • Blackboard (http://www.blackboard.com) • FirstClass (http://www.education.softarc.com) • WebCT (http://webct.com) • Newsgroups and Email • No formal software tool necessary… • U. of Phoenix uses newsgroups • See Link 12g, click Online Demo • Comparing Web Courseware Tools • Assess your needs and resources are available

  17. Compressed Interactive Video Networks • Interactive Video Networks (IVN) • Use dedicated video equipment and bundled telecommunication lines to conduct multiple-setting interactive video and audio sessions between sites • Typically use a dedicated WAN across a state or region • Require dedicated equipment

  18. Example of an IVN

  19. Telemedicine and Remote Surgery • Practicing medicine remotely • Nursing call centers • Transmission of images for diagnosis • Patient Web portals • Patients monitored in their own homes over networks • Use of robots to perform surgery over dedicated WANs (link Ch 12h)

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